(IN "VIEW" HAVE "BLOCK DETAILS" SELECTED). |
![]() STEP TWO: RIGHT CLICK "NITEXTURINGPROPERTY. |
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STEP THREE: YOU WILL NOW HAVE A NEW BLOCK IN ADDITION TO THE EXISTING ONES. DOUBLE CLICK ON IT SO YOU CAN EDIT THE NAME AND ENTER "MALE_BASIC_BUMP.TGA" (OR WHATEVER YOU WANT TO CALL IT. I FIND IT EASIER TO USE A CONSISTANT NAMING CONVENTION BY JUST ADDING "_BUMP" TO THE NAME OF THE MAP.) |
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IN THE BLOCK DETAILS HIGLIGHT "FILTER MODE" AND CHANGE IT FROM "FILTER_NEAREST_MIPMAP" TO "FILTER_TRILERP". THIS MAKES THE BUMPMAPPING MUCH LESS BLOCKY. SAVE THE MESH(HAVING ALREADY MADE A BACKUP OF THE UNALTERED ORIGINAL, OF COURSE)
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MAKE A COPY OF THE "MALE_BASIC.TGA" MAP AND CALL THE COPY "MALE_BASIC_BUMP.TGA" IN YOUR "STANDARD" SKIN FOLDER. OPTIONAL STAGE DEPENDING ON THE SKIN NOT HAVING A REFL ALREADY: OPEN CHARACTER TOOL AND NOTE STILL NO BUMPMAPPING. HUNH? WHA'PPEN? I WANT MY MONEY BACK! UNLAX. OPEN THE "MALE_BASIC_REFL.TGA" IN A PAINT PROG, AND NOTE THAT ITS JUST A BLACK FILE:
BECAUSE THE BUMPMAPPING WONT WORK WITHOUT SOME REFLECT. NOW CLOSE CTOOL AND RE-OPEN IT AND LOAD THE MESH WHOAH! DUDE! TOO SHINY...MY EYES! THE GOGGLES, THEY DO NOTHING! FINALLY SOME BUMPMAPPING, BUT TOO MUCH GLOSS, HE'S NOW WEARING TINFOIL HOTPANTS, FOR HEAVEN'S SAKE! ALTHOUGH FOR A SCALY TYPE LIKE EMIL HERE, SHINEYNESS ISNT TOO BAD, LET'S SEE HOW TO TONE THAT DOWN A BIT. ONTO THE NEXT PAGE:PART 2 |
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